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I'm not sure. Inpainting doesn't seem like right way to think about the R1. My understanding is that visionOS uses a rendered mode that gives the application li
by 1123581321 3y ago
I'm not sure. Inpainting doesn't seem like right way to think about the R1. My understanding is that visionOS uses a rendered mode that gives the application limited control once they've sent the data. That lets the system re-render the application's stale data correctly. In exchange, apps have limited control over the render (whatever can be translated into a subset of MaterialX.)
That said, I know Unity's Polyspatial does have a flag to update the draw for each eye individually, so it seems like some disorientation should be possible, but it would be coming from inconsistent data across the eyes, not the way the system processes your head's orientation or the passthrough.
- jayd16 3y agoFull screen Unity apps don't use the MaterialX system. Widgets perhaps work like how you say but VR games and apps won't.
- 1123581321 3y agoWhere do you see that? I thought Unity was having developers handle all of it through the URP via Polyspatial which does convert it. I can see how you could write a bad full-screen app though. Many ways to disorient in addition to inefficient draws. The app store approval process is only going to help so much there.
- jayd16 3y agoURP and their shader graph is hardly a recipe for performance. There would have to be much more than that going on to protect devs from attempting shaders that are too expensive. Full apps don't appear to use the Polyspatial system but its hard to tell exactly.